[Sonny 3] Potential Superbosses

The purpose of this thread is to make superbosses that will be found in the bonus zones of Sonny 3. These superbosses should be very difficult, requiring specific and elaborate strategies to beat, and have little or no relevance to the game plot.

However, before you submit your idea, there is one thing you should know. Superbosses are supposed to be difficult. They are NOT supposed to be impossible. If you create a superboss with utterly ridiculous amounts of health, focus, damage, etc, to the extent that this makes the superboss impossible to defeat at any feasible level, your post can and will be flagged as spam.

When you submit an idea for a superboss, you should list the HP and Focus that superboss has, its moves, as well as any other relevant information about the superboss. Remember, all enemies in Sonny can only have 8 abilities on their ability wheels. When describing an ability, please list its element, the amount of Focus it costs, its cooldown time, its effects, when it will be used, etc. Those abilities should make your superboss unique and interesting; your superboss should not just be some generic monster that only attacks with brute strength.

Here is an example of a superboss:

Grand Master: 100,000 HP, 300 Focus
Blood Strike (Physical, 0 Focus, cooldown 0 turn): Physical attack for 150% of his Strength and 50% of his Speed. Drains HP on a 1:1 ratio.
Toxic Blast (Poison, 25 Focus, cooldown 2 turns): Poisonous bolt for 50% of his Strength and 50% of his Instinct, and deals DoT for 9 turns equal to 50% of his Instinct.
Deflagrate (Fire, 50 Focus, cooldown 4 turns): A large fireball that hits for 250% of his Strength and 250% of his Instinct.
Glaciate (Ice, 25 Focus, cooldown 2 turns): An icy blast for 50% of his Instinct and 50% of his Speed, and stuns the target for 4 turns.
Electrocute (Lightning, 20 Focus, cooldown 1 turn): Lightning bolt for 150% of his Instinct, and drains 100 Focus. Will more likely be used when under 150 Focus.
Anathema (Shadow, 50 Focus, cooldown 3 turns): A blast of darkness for 100% of his Instinct and 100% of his Speed, and reduces the target’s Strength, Instinct, and Speed by 20% for 9 turns. This debuff cannot stack.
Diamond Form (Earth, 0 Focus, cooldown 8 turns): Heals self for 20% of max HP, restores full Focus. Gives self a 5-turn buff that reduces damage from every single source by 5000, increases Strength by 50%, decreases Speed by 50%, and disallows the use of abilities that require Focus; in this form, all of his damage becomes Earth-elemental. This buff cannot be dispelled. Will only be used when under 50% HP, or when he’s out of Focus.
Supernova (Cosmic, 300 Focus, cooldown 0 turn): Does not miss. A galactic explosion that hits for 1000% of his Strength, 1000% of his Instinct, and 1000% of his Speed. Will always use this when he has full Focus.

Like Sinjid, the Grand Master will always one-shot one of your teammates when he has full Focus. His regular attack always drains HP and heals himself. He can use DoT, stun, debuff, and deal massive damage, and he can drain the Focus of your team. When his HP goes below half, he’ll enter this tank form, reduce all incoming damage, and only use his regular attack to heal himself. Should be pretty difficult to beat.

EDIT: Gack, I’m sorry about not posting a boss yet. My sister stole the computer cable from the computer I usually use, so I have to use my parents’ laptop, which I’m not allowed much longer on. Again, sorry for not posting the boss yet.

EDITEDIT: Alright, here’s the superboss for you.

Aeon: 25000 HP, 1000 Focus
Quick Strike (Physical, 0 Focus, cooldown 0 turns): The targeted enemy takes damage equal to 100% of the user’s speed.
Millisecond Strike (Cosmic, 100 Focus, cooldown 1 turn): The targeted enemy takes damage equal to 250% of the user’s speed. This attack does not miss.
Speed Time (Cosmic, 50 Focus, cooldown 2 turns): The user’s speed is increased by 100% for six turns.
Slow Time (Cosmic, 50 Focus, cooldown 2 turns): The targeted enemy takes damage equal to 50% of the user’s speed, and the targeted enemy’s speed is decreased by 50% for six turns.
Bullet Time (Cosmic, 100 Focus, cooldown 5 turns): The user’s speed is decreased by 25% and the targeted enemy’s speed is decreased by 75% for two turns. Other enemies cannot damage the user, and the user’s evasion rate is increased to 75%.
Reverse Time (Cosmic, 250 Focus, cooldown 9 turns): The user is healed for 100% of the damage and focus they have lost in the past three turns, and loses any other effects they may have gained, good or bad, in the past three turns.
The Tipping Point (Cosmic, 0 Focus, cooldown 10 turns): The user regains 1000 focus, and the user’s speed is increased by 900% for the next turn. This will be used when the user’s focus is below 100.
1000 Needles (Cosmic, 1000 Focus, cooldown 10 turns): The targeted enemy is damaged for 1000% of the user’s speed, plus an extra 10% of the user’s speed for every 1% of the targeted enemy’s speed they have lost below 100%, or minus 10% of the user’s speed for every 1% of the targeted enemy’s speed have gained above 100%. Afterwards, the user regains 2000 focus over eight turns. This attack will definitely be used after The Tipping Point has been used, but can be used any time the user has 1000 focus in stock.

The basic idea of this boss is that he deals more damage the faster he is – with already considerable speed, and the ability to further increase this speed, decrease your own speed and heal himself of any damage taken over the past few turns, it’s going to be fairly difficult to hit him for any considerable damage, despite his comparatively low health…
…however, these aren’t what you want to watch out for. What you want to watch out for is when his focus falls below 100 – once this happens, he will use The Tipping Point, increasing his own speed to 1000% plus whatever other speed boosting effects he has, and in the next turn he will use 1000 Needles – this is a nuke in itself, but with The Tipping Point’s extra damage, it will almost certainly be a one-hit kill for your team members. This is not helped by the fact that damage is increased even further for every 1% of speed below 100% the target doesn’t have (i.e. the target has 50% of it’s usual speed = 1000 Needles using 1500% of Aeon’s speed instead of the usual 1000%, and with Slow Time in effect, this is a more than likely occurence).
So, basic strategy – keep Aeon from using 1000 Needles via focus removal, increase your speed as much as possible, if at all possible, and decrease Aeon’s speed as much as possible. Got that? Gooooooood.

SONAY.2: 50,000 HP, 500 Focus
Tail slash (Physical, 0 Focus, cooldown 0 turns): The targeted enemy takes damage equal to 100% of the user’s attack.
bite (Poison, 251 Focus, cooldown 2 turns) The targeted enemy takes damage 200% damage.
cosmic slash (Physical, 300 Focus, cooldown 10 turns)The user is healed for 100% of the damage and focus they have lost in the past two turns, and loses any other effects they may have gained, good or bad, in the past three turns.
Doomsday (Cosmic, 1000 Focus, cooldown 10 turns) the targeted enemy is left with half his health but is stunned for two turns.
speed boost (Cosmic 300 Focus, cooldown 6 turns) The user’s speed is increased by 300% for five turns.

The idea of this boss is…. it would be fun to beat and face and BLAHBLAH blah blah …. ….

Anaeru the Necromancer: 40000 HP, 500 Focus
Corrosive Bolt (Poison, 0 Focus, cooldown 1 turn): The targeted enemy takes damage equal to 100% of the user’s instinct, and takes DoT equal to 50% of the user’s instinct every turn for nine turns.
Raise Dead (Shadow, 50 Focus, cooldown 9 turns): Minions are summoned to fill any character slots on the side of the user which are not already occupied. The minions are randomly selected from the following: Zombie, Dark Zombie, Frost Zombie, Skeleton, Skeleton Dog.
Summon Souls (Shadow, 50 Focus, cooldown 9 turns): Minions are summoned to fill any character slots on the side of the user which are not already occupied. The minions are selected randomly from the following: Spectre, Ghost, Angry Ghost, Spirit, Ghoul.
Swirling Spirits (Shadow, 100 Focus, cooldown 2 turns): The targeted enemy takes damage equal to 150% of the user’s instinct, and they lose 10 focus and 2% of their maximum health every turn for five turns. The user gains a buff that gives them health and focus equal to that lost by the targeted enemy multiplied by five.
Rot Body (Poison, 250 Focus, cooldown 3 turns): The targeted enemy takes damage equal to 10% of the user’s instinct, and takes DoT equal to 250% of the user’s strength and instinct every turn for the next five turns.
Rot Mind (Poison, 250 Focus, cooldown 3 turns): The targeted enemy takes damage equal to 10% of the user’s instinct. Their strength, instinct and speed are reduced by 90% and they lose 50 focus a turn for five turns.
Putrefy Self (Poison, 300 Focus, cooldown 9 turns): The user takes DoT equal to 200% of their instinct, and their strength is reduced by 50%, but their poison defence and piercing is increased by 400%, and they regain 100 focus a turn for the next nine turns.
Formulate Boss (Shadow, 500 Focus, cooldown 50 turns): The user creates a early-area storyline boss enemy from the shadows in one of the empty slots on his side of the field. The user’s stats are reduced by 99%, but the user is immune to damage until it is defeated. Each shadow boss is identical to the regular boss, but it’s stats are equal to between 10 and 25 times that of the regular boss, depending on how early the boss was in the storyline. The boss is selected randomly from the following: Captain Blade, Skeleton Chimaera, Spectraise, ZXLE Captain, Megas Leggs, Project V.O.I.D., Soul Stalker, Captain Hunt. This move is only used when the user is below 50% health.

Obviously, Anaeru’s main source of damage is the minions he summons to his side, but he also has some nasty direct attacks on his side – Rot Body and Rot Mind can be especially harmful to your team members if one of them has the misfortune to be inflicted with both simultaneously, and Swirling Spirits allows him to heal himself for greater amounts depending on the inflicted team member’s own health. Also watch out for the bosses he summons after he reaches 20000 health, as they can be extremely damaging if not dealt with quickly, although it’s unlikely that you’ll be able to do anything else due to Anaeru’s invincibility until they die. Keep in mind that when the bosses are summoned, he cannot deal damage very well, but he can still summon minions to help the bosses out, which are unaffected by the stat change, and he can still heal his focus and health by spamming Swirling Spirits onto your team, the effects of which are also unaffected by the stat reduction. If you don’t want him to return to full health, TAKEOUTTHEBOSSQUICKLY.

Ice Master: 50,000 HP, 200 Focus
Frozen Strike (Ice, 0 Focus, cooldown 1 turn): An icy slash for 150% of his Strength and 50% of his Instinct. Stuns for 2 turns.
Arctic Shock (Ice, 25 Focus, cooldown 3 turns): An ice bolt for 200% of his Instinct. The target unit is frozen for 4 turns and becomes more fragile, taking 20% more damage from all sources.
Mind Freeze (Ice, 10 Focus, cooldown 2 turns): An ice bolt for 100% of his Instinct. The target unit cannot use moves that cost Focus for 6 turns.
Soul Freeze (Ice, 10 Focus, cooldown 2 turns): An ice bolt for 100% of his Instinct. The target unit cannot use moves that don’t cost Focus for 6 turns.
Permafrost (Ice, 25 Focus, cooldown 5 turns): Does not miss. The target unit is stunned for 99 turns, and takes 100% less damage from all sources.
Icebreaker (Ice, 50 Focus, cooldown 5 turns): A mighty ice-shattering slash for 200% of his Strength. Dispels all Ice debuffs on the target unit, and the damage dealt is increased by 25% for each debuff dispelled.
Restore (Ice, 0 Focus, cooldown 2 turns): Heals self for a large amount of HP, and restores 100 Focus. Each debuff on him has a 50% chance to be dispelled. Will more likely be used when below 50% HP or 100 Focus.
Cryostasis (Ice, 0 Focus, cooldown 15 turns): Stuns self for 9 turns, restore full Focus, and dispels all debuffs on self. While stunned, he gains a shield that blocks 2000 damage from every single source, and massive regen each turn. This buff cannot be dispelled. Will be used when he is below 50% HP.

So yeah… I hope this guy is annoying enough to fight. His regular attack stuns for 2 turns, Arctic Shock stuns for 4, and Mind + Soul Freeze = stun for 6 turns; he even has a move that stuns for 99 turns, although it can be dispelled. Once he stacks a bunch of stuns on one of your teammates, he’ll use Icebreaker for massive damage. He can heal himself, and enters a protective coma once his HP drops below 50%. Annoying, eh?

I’m pretty unsure about the difficulty of this superboss. He’s supposed to be the pure-damage type that you need to kill before he kills you. All of his attacks deal very high damage; his Combust attack deals more damage the higher your Vitality is, and Meteor is just a simple nuke that costs a lot of Focus. His killer combo would probably be Pyromania + Burning Rage + Burning Soul + Meteor, which should be able to kill anyone in one shot.

Poison Master: 50,000 HP, 200 Focus
Venom Strike (Poison, 0 Focus, cooldown 1 turn): A poisonous slash for 150% of his Strength, and deals 5-turn DoT for 50% of his Strength.
Neurotoxin (Poison, 20 Focus, cooldown 2 turns): A poisonous bolt for 100% of his Instinct, and deals 9-turn DoT for 50% of his Instinct and 50% of the target unit’s Instinct.
Cytotoxin (Poison, 20 Focus, cooldown 2 turns): A poisonous bolt for 100% of his Strength, and deals 9-turn DoT for 50% of his Strength and 50% of the target unit’s Strength.
Hemotoxin (Poison, 20 Focus, cooldown 2 turns): A poisonous bolt for 50% of his Strength and 50% of his Instinct, and deals 9-turn DoT for 25% of his Strength, 25% of his Instinct, and 50% of the target unit’s Vitality.
Paralyzing Toxin (Poison, 20 Focus, cooldown 2 turns): A poisonous slash for 100% of his Strength. Target unit loses 20 Focus per turn for 5 turns.
Potent Toxin (Poison, 50 Focus, cooldown 5 turns): Does not miss. Target unit receives a 99-turn DoT for 1% of its own max HP per turn. This DoT cannot be dispelled.
Withdrawal (Poison, 50 Focus, cooldown 5 turns): Does not miss. Remove all Poison DoT from the target unit, and deal damage equal to 500% of all removed DoT combined.
Antibody (Poison, 0 Focus, cooldown 0 turn): Dispel all debuffs from self, restore 100 Focus, and heals self by a small amount. Will be used when below 100 Focus.

I hope this one is brutal, with all the poisonings. His basic attack deals poison, and his other moves deal poison depending on your own stats. And then, there’s the evil 99-turn undispellable poison that deals 1% of the unit’s max HP as damage per turn. The Poison Master’s Withdrawal attack is not the same as the Biological Withdrawal, though I always wanted the Bio Withdrawal to be a Poison ability.

Shadow Master: 50,000 HP, 200 Focus
Cursed Strike (Shadow, 0 Focus, cooldown 1 turn): Dark slash for 75% of his Speed and 75% of his Instinct, and inflicts a debuff that reduces all of the target’s stats, Piercings and Defenses by 10% for 9 turns. Debuff has a 50% chance to resist being dispelled.
Curse of Weakness (Shadow, 20 Focus, cooldown 3 turns): A dark bolt for 150% of his Instinct that reduces the target unit’s Strength to 0 for 3 turns. Debuff has a 50% chance to resist being dispelled.
Curse of Laziness (Shadow, 20 Focus, cooldown 3 turns): A dark bolt for 150% of his Instinct that reduces the target unit’s Speed to 0 for 3 turns. Debuff has a 50% chance to resist being dispelled.
Curse of Ignorance (Shadow, 20 Focus, cooldown 3 turns): A dark bolt for 150% of his Instinct that reduces the target unit’s Instinct to 0 for 3 turns. Debuff has a 50% chance to resist being dispelled.
Curse of Silence (Shadow, 10 Focus, cooldown 1 turn): A dark bolt for 150% of his Instinct that reduces the target unit’s Focus to 0 for 3 turns. Debuff has a 50% chance to resist being dispelled.
Eternal Curse (Shadow, 50 Focus, cooldown 5 turns): Does not miss. Reduce the target unit’s Vitality by 20% for 99 turns. This does not stack and cannot be dispelled.
Death Curse (Shadow, 75 Focus, cooldown 5 turns): Does not miss. Deals damage equal to 50% of the target unit’s max HP.
Undying Curse (Shadow, 0 Focus, cooldown 0 turn): Gives self a 9-turn buff that restores HP and 100 Focus per turn but reduces max HP by 5% per turn. Cannot be dispelled. Will be used when below 50% HP or 0 Focus.

So this is a superboss that focuses very heavily on debuffs. His curses can render you completely powerless, reducing all your stats to 0. His Death Curse attack deals damage equal to half of your max HP; if you’re below 50% HP and hit by that, then you die instantly.

Lightning Master: 50,000 HP, 200 Focus
Thunder Strike (Lightning, 0 Focus, cooldown 0 turn): A thunderous slash for 150% of his Strength and 50% of his Instinct. Destroys 20 of the target’s Focus.
Superconduction (Lightning, 0 Focus, cooldown 2 turns): Restores 100 Focus to self, increases self’s max Focus by 100, gains 50 Focus regen per turn, and increase self’s Lightning Piercing by 25% for 99 turns. Buff has a 75% chance to resist being dispelled. Will use this as often as possible.
Thunderbolt (Lightning, 20 Focus, cooldown 2 turns): A bolt of lightning for 300% of his Instinct and destroys 50 of the target’s Focus.
Ball Lightning (Lightning, 30 Focus, cooldown 3 turns): A sphere of electrical energy for 150% of his Strength and 200% of his Instinct. Halves the target’s Focus.
Nerve Shock (Lightning, 10 Focus, cooldown 3 turns): Does not miss. Destroys all of the target’s Focus.
Volt Pierce (Lightning, 20 Focus, cooldown 2 turns): An attack for 100% of his Strength and 100% of his Instinct. Inflicts the target with paralysis, reducing his/her max Focus by 25% for 5 turns. Debuff has a 75% chance to resist being dispelled.
Inhibition (Lightning, 20 Focus, cooldown 3 turns): Does not miss. The target cannot recover Focus for 9 turns. Debuff has a 75% chance to resist being dispelled.
Positive Lightning (Lightning, 500 Focus, cooldown 0 turn): A giant lightning bolt for 2000% of his Instinct. Destroys all of the target’s Focus.

This superboss focuses on the manipulation and destruction of Focus. Nearly all of his attacks reduce your Focus, and he even has ways to ensure that you don’t recover. The Lightning Master will use Superconduction as often as possible, trying to build up 500 Focus so he can unleash Positive Lightning and decimate your team.

This superboss is a massive tank. His Granite Armor absorbs 10000 damage; when you get through that, Stone Skin blocks 1000 damage from all sources; after that, Iron Muscle halves all damage that gets through Stone Skin. He uses Fortitude to increase his own HP, and Rejuvenate to heal. His killer combo is using Rock Hard to buff himself, then using Boulder Smash to deal damage equal to 600% of his Strength. Boulder Smash can remove his buffs, because his buffs are only undispellable to his enemies.

Yeah, well… another reason to get rid of the bosses quickly, then. However, I did lower his health to 40000 from 50000.

Counterattack: 33333 HP, 0 Focus
Fire Counter (Fire, 0 Focus, cooldown 3 turns): The targeted enemy takes damage equal to 333% of the user’s instinct, and the damage they deal with fire attacks, their fire piercing and their fire defense is reduced by 90% for the next nine turns. This move is more likely to be used after the user is hit with a fire attack.

And, uh… all his moves are like that, except with different elements. Sure, I was feeling lazy, but it does provide a nice, hard boss for you to deal damage against effectively, especially if the player has focused Sonny on a single element, which they are more than likely to have done.

Tomb-Shadow:200 HP,5000 Focus
Seven Disires(Shadow,2000 Focus,6CD):Raises damage by 700% and HP by 1000%.Lasts 5 turns.
Berserker’s spirit(Physical,100 Focus,0CD):Damage scales with health.(E.g 1oo/2oo HP=150% damage)But damages self for 99% of total health.
Knockout Blow(Physical,5000 Focus,1CD):Kills one of you.
Frag out(Fire,100 Focus,0CD):Bombs an enemy,attacks one for 100% of Instinct and the rest for 75% of Instinct.
Cog drop(Cosmic,0 Focus,0CD):Drops cog on enemy,dealing 90% of the castor’s Speed and stunning them for 1 turn.
PoPice(Ice,200 Focus,1CD):Deals 100% of vitality on enemy and stuns enemy for 1 turn.
Thunder-Toy(Lightning,200 Focus,1CD):Lightning bolts enemy for 150% of Instinct and heals self for 15% of health for 7 turns
Godlike Armor(Earth,Passive):Reduces damage recieved by 99% and resotores Focus to 100% at the start of his turn.

Yeah, um…
Thing is, if you’re faster than him, you can kill him before he even moves. Especially since he’s a superboss, and so it’s likely that you ground up your team members in order to challenge him successfully.

What you can do is he can auto-move first, and then after he does his first move, if you have higher speed you move twice. This is what happens in the Vivian Vixen battle and Captain Hunt (and several others).

Dr Cloneguys:Basically,*EXACTLY*the same as Sonny.(Same moveset,stats,abilities,items)But has 2 extra Passive skill.XXX Beer(Cosmic,Passive):Drains 1% of Sonny’s and self’s HP and Focus each turn.DNA Transfusion(Cosmic,Passive):Gets the same effects as Sonny.

I came to know that most of the people playing Sonny (2) rely on themselves but not on partners.This is my plan…people will concentrate on leveling Sonny.But when Sonny dies of this,they need to rely on partners but they don’t give good stuff to partners so eventually loses the battle so people will understand to give stuff to partners.Anyways,the strategy:When Sonny dies,he can’t act as the medium of the effect of DNA, so DNA is broken but not XXX.When you survive 100 turns (probably less) Dr Cloneguys will die.

Slight problem with your guy, Jaimet – if he’s exactly the same as Sonny, that means they’re equal in power, and the former is not more powerful than the latter. Since you have team members and he doesn’t, this means that, essentially, you will have the edge no matter what. The long, sharp edge.

Passives:Shimmer and Shake: Any attacks against the demon blur have a 70% chance to miss.Destruction Aura: Takes 2% + 200 health from each enemy each turn, and converts this to health for the demon. Breaks original health cap.Underestimate: Takes 10x damage from the next attack that hits blur demon, after an attack has been dodged through the effects of ‘Shimmer and Shake’, or ‘Cripple’ in the same turn.

Sonny’s Clone.
Okay, I’m sort of… Modding Jaimet’s Idea, to make it more practical.
I was thinking that the clone could have double Sonny’s Base stats (Stats without items), and every ability that is in the same skill set as the player. Also, some other weird effect, like double HP, or double damage, or something.

Attacks:Web (50 Focus): Gives the target a 20% Chance to miss for 10 turns, and reduces the target’s speed by 35. Does not stack, CD4.8 Legs Ravage (300 focus): Attacks the target 8 times for strength + instinct – Target speed. Each has a chance to deal 50 damage a turn for 20 turns. The damage per turn is stackable. CD2.Last Legs: Reduces health by 1500, and restores focus to full.Acid Spit: Reduces gear effects by 1/2 for 4 turns.Venom (300 Focus): Deals 100 Poison damage a turn for 10 turns. Doubles all turn based damage while this is active. Only the damage effect stats.Adrenaline fueled Beast (2000 Focus): Deals 3000 damage to all enemy units, and resets all turn counts for abilities on the targets. Has a low chance to Hit.

Wait, enemies can have passives? I thought only Sonny can. I’d avoid relying on them too much, since passive abilities don’t take up slots on your ability wheel; you can have a hundred of them and more.

And I don’t think you can make an ability that affects more than one units.

@B_S: I think by ‘passives’, he means abilities that don’t directly damage the team members. Notice how the passives and the attacks add up to eight in his posts. Really, though, it’s easier just to do them the way you did.
…and no, you can’t have abilities that hit more than one person more than once at a time.

Wisdom of the world (Cosmic,500 Focus CD10):Increases Instinct by 200%.Last 9 turns
Blast from the past(Cosmic,100 Focus CD1):Drains HP equal to 50% of Instinct.
Back to the past(Cosmic,0 Focus,CD0):Restores all HP and Focus back.Also sets Cooldown counters back by 9 turns.
Into the Future(Cosmic,500 Focus and 90% of HP,Single use only):Utterly destroys a random target.Also sets CD counters front by 99 turns.
Clockwork Mobile Bombs(Fire,0 Focus,CD0):Attack for 100% of Fire Piercing and inflicts 10% of Cosmic Piercing as extra damage.
Tick Tock(Shadow,50 Focus,CD5):Deals 20% of target’s HP,followed by an additional 10% for 10 turns.
Clocktower(Earth,100 Focus,CD4):Protects self for 10000HP but is stunned for 4 turns.Lasts until the end of battle or when the shield absorbs 10000HP.
Rift of Time(Cosmic,100 Focus,CD3):Stuns an enemy for 2 turns.
Time leap(Cosmic,Passive):When Hp is below 50%, destroys 1% of Hp each turns while restoring 500 focus each turn.

I thought I might use Tick-Tock(thank you, Baron Brixius).The idea of this boss boils down to the time travelling moves,Back to the Past and Into the future…you only have 9 turns to kill him.you’ll need raw power with a side of strategy.Think your moves clearly.The weak point:Back to the past also sets back CDs and Into the future kills it to 10% HP that leaves 1000 HP.Up to you to figure out the next part.

I’m sorry to say this, but Back to The Past is quite possibly the most horrible gamebreaker you could possibly think of. With a full heal, a focus cost and cooldown of zero, and the fact that he will probably have used Clocktower to keep you from killing him when he uses Into The Future, you have practically no chance of winning against him, since he’d probably use it whenever his health even gets close to slightly low.

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